For military I'd really like to see us finish our rollout of the anti stealth sensors as they're still very high priority and they've only got this phase left otherwise I suspect it's gonna get lost amongst everything else.
 
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[ ] Aurora Strike Bomber Development (New)
A variant of the existing Apollo fighter, the Aurora will be a means of penetrating even the most fortified of Nod territories with near impunity, striking targets near the front, and escaping before the Brotherhood can scramble a response. While likely more lightly armed than the Firehawk, it will be able to remove key elements of Brotherhood defenses.
(Progress 0/40: 15 resources per die

I know what's on my Christmas list.

[ ] Tactical Plasma Weapon Development
The Talons have once more proposed a new project to develop tactically usable plasma weapons. While the proposal draws heavily on the previous Merlin Ion Cannon built after the First Tiberium War, it also draws on the improved understandings of Scrin energy weapons.
(Progress 0/40: 30 resources per die

The Talons have expressed interest in this over the Havoc. So I'd suggest taking this first and then move onto the vehicles.
 
Infra 4/5 60R
-[] Blue Zone Arcologies (Stage 2) 409/650 4 dice 60R 83%
HI 4/5 80R
-[] Automated Civilian Shipyards 0/250 4 dice 80R 68%,
LCI 1/4
-[] Security Reviews
Tiberium 6/6 150R
-[] Red Zone Containment Lines (Stage 5) 2 dice 50R 91%
-[] Tiberium Glacier Mining (Stage 8) 18/180 3 dice 90R 93%
-[] Railgun Harvester Development 0/40 1 die 10R 100%
Orbital 4/4+2 60 R
-[] Expand Orbital Communications Network (Phase 4) 5/135 3 dice 30R+ 88%
-[] Orbital Cleanup (Stage 8+9) 13/180 3 dice 30R+ 68%
Services 3/4 50R
-[] Domestic Animal Programs 0/200 2 dice 20R 11%, 3 dice 30R 59%
-[] NOD Research Initiatives 100/160 1 die 30R 76%
-[]Security Reviews
Military 6/6+3 105 R
-[] Ferro Aluminum Armor Testing (New) 0/30 1 die 5R 100%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[] Orca Refit Deployment 0/200 2 dice 30R 8%, 3 dice 45R 52%,
-[] Ablat Plating Deployment (Stage 4) 3 dice 30R 82%
-[] Naval Defense Lasers (New) 0/60 1 die 15R 73%
Bureaucracy 3/3+1
-[] Security Reviews (Service) 2 dice +1 service 98%
-[] Security Reviews (LCI) 2 dice +1 LCI 98%
Total: 505 R

Not a real plan, just trying to narrow down what I want and what we can afford this turn.
I'm so glad, although completely unsurprised, that Brigadier General Tali Jackson was hired, given the sheer amount of cheap but important Military projects we have.
As for the new stuff, I was actually halfway suspecting something like the Naval Defense Lasers, given how long ago the PD project was developed, and how the Remote Weapons System for the Predator turned out. Looking forward to the Aurora Bomber, but I would definitely prefer to finish the Orca Refit Deployment first.
 
When it comes to carriers and the Wingman drones, the key problem is that wingman drones add a good 25-45 percent to the space required by any given squadron. What that translates to is not that it cannot operate wingman drones, it cannot operate the wingman drones without sacrificing some other part of its loadout. With a Fleet carrier what that will typically mean is that instead of loading on a general purpose mix in most cases, they will start loading a more specialized mix. If they are doing escort operations, you will see them loading tiltrotor wingman drones, and more Orcas. If they are doing strike operations, it is more firehawks and jet configuration drones. And the Atlantis class Fleet carrier has enough space that this is fairly viable. The thing is that the Escort carriers are already a very lean design, and won't be loading a third squad of Orcas native that can be stripped off to give the two remaining squads wingmen.

Actually, another option is that the number of pilots in a squadron drops by about 1/3rd because, well, 25-45% of the craft are replaced by wingman drones, effectively letting you field 1/3rd time as many squadrons because now you can spread your pilots over more air frames.
 
I'm a bit late this time, but here are the substantial changes this turn. Updated description is now noted in the update itself as well.
  • Colombo Planned City removed
  • Yellow Zone Fusion Power Campaigns removed
  • Personal Vehicle Factories removed
  • Johannesburg Personal Robotics Factory removed
  • Agricultural Processing Plants removed
  • Freeze Dried Food Plants & 2 Stockpile options added
  • new phases of Expand Orbital Communications Network with still more +PS
  • Orbital Cleanup stages now show what they unlock
  • Inner System Survey Probes removed
  • Fissile Extraction removed
  • Ferro Aluminum Armor Testing added
  • Aurora Strike Bomber Development added
  • Bulldog ARV Development removed
  • Naval Defense Lasers replaces Point Defense Refits -5 PS every turn not taken

Still Very High Priority:
  • Long Range Sensor System Deployment
  • Orca Refit Deployment
  • Ablat Plating Deployment
 
Actually, another option is that the number of pilots in a squadron drops by about 1/3rd because, well, 25-45% of the craft are replaced by wingman drones, effectively letting you field 1/3rd time as many squadrons because now you can spread your pilots over more air frames.
The thing is that the 24/12 loadout is based on the need to be able to have three airframes, at different points, in the air all 24 hours in the day. Wingman drones help a lot with strike operations, because they nearly double the firepower of any given pilot. They are not nearly so useful for patrol operations, and that is the kind of thing that the escort carriers are designed around.
 
[ ] Railgun Harvester Development
GDI's harvesters of any model have typically been armed in the years since the Second Tiberium War. The Rapid Fire Railguns of the Steel Talons can be put to good use increasing the firepower that one of these units can deploy, allowing it to better fend off Brotherhood raids while not compromising its primary harvesting mission.
(Progress 0/40: 10 resources per die)

So, I'm not an expert on the mechanics of this quest, but I'm pretty sure this would lesson the strain on our ZOCOM and Steel Talons since they are our main defensive force out in the Red Zones iirc. I know we are pretty hamstringed on dice but does anyone think they could sneak this in?
 
Early Prototype General Artificial Intelligence Development
I know we're running ragged, but we should really take a closer look at this. General AI is as groundbreaking as Tiberium itself. Nod already messed it up with Cabal just like they messed with Tiberium, but AI is much more within GDI's reach than Kane's tiberium-laced dreams.

To restate, fully loyal general AI is absurdly absurdly useful. Automated harvesters that need no air to breathe. Warehouse bots that can self-improve to figure out optimal box-stacking algorithms. Superhuman workers, soldiers, and commanders. And, of course, the possibility of a super-intelligence. There are huge risks, but resolving them can start today.
 
If nothing else i'd really like to get at least a single Tiberium vein mine going, it won't be as useful as a Red zone Glacier mine but we have a ton of those already, in my opinion we pretty much NEED at least one outpost working on the veins if only to make sure we have a heads up about how the mutation is affecting underground deposits, as is it's currently a massive blindspot in our anti-tib network.

[ ] Emergency Tiberium Infusion Development
Developing an Initiative version of the Brotherhood's Tiberium Infusion treatment is going to be highly politically unpopular, but also will serve as a significant life extension treatment for many who have either been substantially exposed to the crystals, or who have a small handful of otherwise incurable conditions. (Progress 0/120: 15 resources per die) (-5 Political Support per die)
Also this seems like something that could be useful, would help improve our soldiers survivability against NOD's tib weapons and almost certainly raise Seo's SCIENCE meter while improving our knowledge of Tibs effect on biology.

Would combine well with our ZOCOM ambulances and likely have some knockon effects with our research on the Forgotten too.
 
Total cost: 515 Resources
Unfortunately, this was missing 60 Resources. :/
So, I'm not an expert on the mechanics of this quest, but I'm pretty sure this would lesson the strain on our ZOCOM and Steel Talons since they are our main defensive force out in the Red Zones iirc. I know we are pretty hamstringed on dice but does anyone think they could sneak this in?
We can afford the Development, but not the Deployment at the moment.

[] Plan: By Sea and Air
Infrastructure (4/5 dice) 60 Resources
-[] Blue Zone Arcologies (Stage 2), 4 dice (60 Resources) 83%
Heavy Industry (4/5 dice) 80 Resources
-[] Automated Civilian Shipyards, 4 dice (80 Resources) 68%
Light and Chemical Industry (4 dice) 0 Resources
-Idle
Agriculture (1/3 dice) 20 Resources
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 91%
Tiberium (6 dice + 2 Free) 225 Resources
-[] Red Zone Tiberium Harvesting (Stage 10), 3 dice (75 Resources) 99%
-[] Tiberium Glacier Mining (Stage 10), 5 dice (150 Resources) 73% chance for Stages 9+10
Orbital (4 dice) 40 Resources
-[] Expand Orbital Communications Network (Phase 4), 4 dice (40 Resources) 98%
Services (1/4 dice)
-[] Security Review, 1 die (unrolled)
Military (6 dice) 85 Resouces
-[] Orca Refit Deployment 0/200 3 dice (45 Resources) 52%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney), 1 die (10 Resources) 97%
-[] Tube Artillery Development, 1 die (15 Resources) 93%
-[] Naval Defense Lasers, 1 die (15 Resources) 68%
Bureaucracy (3 dice + 4 Free)
-[] Security Reviews (Services), 2 dice 98%
-[] Yellow Zone Qualifications Initiatives, 3 dice 82%
-[] Private Industrial Automation, 1 die (unrolled)
Total cost: 510/515 Resources

Gone with the usual stab at Housing/Logistics and income boosts.
Squeezed in some Orcas and development of the ersatz Tea (before someone gets mad at us).
 
I'd vote for any plan that has Nod Research Initiatives and/or Scrin Research Institutions.
I tried, but we just don't have the resources for that this turn.

In other thoughts:
Perhaps we could squeeze in a Ground Forces Zone Armor factory or two early. Completing them all will be a late plan goal, but that doesn't mean we can't get some supply for specialist squads.
 
Unfortunately, this was missing 60 Resources. :/
Huh, that's a pretty big oversight, dunno how I missed it. Thanks for catching that.

Revised version below, mostly made up for the budget shortfall by giving up on the second round of glaciers this turn. Ah well, 1 RZ mining and 1 glacier with significant progress on the next phases of both is still an acceptable level of income growth. Also managed to find the pocket change for railgun harvesters as well, and since there's no longer a need to cover two phases of glaciers I backed off on the logistics a little bit in favor of more housing and starting to resume work on the Philly. We'll still be positive on logistics and the shipyards/commsats will both be in easy completion range next turn if they don't finish this turn.

Focus reallocation might be a little controversial but honestly I don't think Military needs a focus this FYP. By roughly halfway through the FYP our Military dice pool should grow to at minimum 8 dice and maybe 9 if we win the coinflip on factory refits. That's a big enough base pool that I feel ok not feeding it a focus die on top of all that, and Services looks like it's going to have a whole bunch of mad science and mad science deployment in it. Even without Granger's bonus I forsee us doing a lot of Services projects, so I'd like to keep the focus there.


[] Plan Mad Science is Mad Expensive
Infrastructure (5 dice) 60 Resources
-[] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources) 0%
-[] Blue Zone Apartment Complexes (Phase 1), 3 dice (30 Resources) 90%
Heavy Industry (5 dice) 60 Resources
-[] Automated Civilian Shipyards, 3 dice (60 Resources) 23%
-2 dice idle
Light and Chemical Industry (4 dice) 0 Resources
-Idle
Agriculture (3 dice) 0 Resources
-Idle
Tiberium (6 dice + 1 Free) 175 Resources
-[] Red Zone Tiberium Harvesting (Stage 10), 3 dice (75 Resources) 99%
-[] Tiberium Glacier Mining (Stage 10), 3 dice (90 Resources) 93%
-[] Railgun Harvester Development, 1 die (10 Resources) 100%
Orbital (4 dice) 50 Resources
-[] GDSS Philadelphia II (Phase 4), 1 die (20 Resources)
-[] Expand Orbital Communications Network (Phase 4), 3 dice (30 Resources) 88%
Services (4 dice) 90 Resources
-[] NOD Research Initiatives, 1 die (30 Resources) 76%
-[] Scrin Research Institutions, 2 dice (60 Resources) 22%
-[] Security Review, 1 die (unrolled)
Military (6 dice) 75 Resources
-[] Wartime Factory Refits (Phase 1), 1 die (20 Resources) 68%
-[] Ferro Aluminum Armor Testing, 1 die (5 Resources) 98%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney), 1 die (10 Resources) 97%
-[] Tube Artillery Development, 1 die (15 Resources) 93%
-[] Hydrofoil Shipyards (Busan-Ulsan), 1 die (10 Resources) 43%
-[] Naval Defense Lasers, 1 die (15 Resources) 68%
Bureaucracy (3 dice + 5 Free)
-[] Security Reviews (Services), 2 dice 98%
-[] Focus Reallocation
--[] Tiberium
--[] Orbital
--[] Services
-[] Yellow Zone Qualifications Initiatives, 4 dice 97%
-[] Private Industrial Automation, 1 die (unrolled)
Total cost: 510 Resources, 5 reserved
 
[]Plan Oh Man, Mad Science IS Expensive
Infrastructure: 5+1/5 dice, 70R
-[] Blue Zone Arcologies (Stage 2) 409/650 3 dice 45R 40%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 1 die 15R
-[] Blue Zone Apartment Complexes (Phase 1) 0/160 2 dice 20R 47%

Heavy Industry: 4/5 dice, 80R
-[] Automated Civilian Shipyards 0/250 4 dice 80R 68%

Light and Chemical Industry: 3/4 dice, 35R
-[] Chemical Fertilizer Plants (Phase 2) 94/300 1 die 15R
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 1 die 20R
-[] Security Review, 1 die (unrolled)

Agriculture 2/3 dice, 20R
-[] Freeze Dried Food Plants (New) 0/200 2 dice 20R 11%

Tiberium 6/6 dice, 150R
-[] Red Zone Tiberium Harvesting (Stage 8) 1/130 2 dice 50R 78%,
-[] Tiberium Glacier Mining (Stage 8) 18/180 3 dice 90R 93%
-[] Railgun Harvester Development 0/40 1 die 10R 100%

Orbital Industry 4/4 dice, 50R
-[] GDSS Philadelphia II (Phase 4) 29/715 1 die 20R
-[] Expand Orbital Communications Network (Phase 4) 5/135 3 dice 30R 88%

Services 2/4 dice, 30R
-[] NOD Research Initiatives 100/160 1 die 30R 76%
-[] Security Review, 1 die (unrolled)

Military 6/6 dice, 80R
-[] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 68%
-[] Shimmer Shield Development 0/60 1 die 20R 73%
-[] Ferro Aluminum Armor Testing (New) 0/30 1 die 5R 100%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[] Hydrofoil Shipyards 0/85 1 die 10R 43%
-[] Naval Defense Lasers (New) 0/60 1 die 15R 73%
Bureaucracy (3 dice +2 Free)
-[] Security Reviews (Services), 2 dice 98%
-[] Security Reviews (Light Industry), 2 dice 98%
-[] Focus Reallocation
--[] Tiberium
--[] Orbital
--[] Services

I uh, Probably go a bit too wide-focused here, but I can't leave categories fallow for too long.
 
This is an evolution of infra Infra Revolution. I'm... going through some stuff right now, so I may have missed something.

The basic idea is super aggressive infrastructure spending, to get out in front of the Housing crisis (+6 Housing this turn, +8 Housing easily next turn, and have a better than even chance of completing a phase of railroads). This is combined with ongoing glacier mining and other projects, still aggressively focusing down the areas we're in maximum strain on.

I have regretfully stepped back from the Philadelphia dice in favor of cleanup commsats, both to save resources and bring us closer to other desirable goals from the unlocks to have a more secure source of +Logistics in case the railroad doesn't complete.

I have scaled back the Automated Civilian Shipyards commitment until it is more of a "make progress" and less of a "try to slow-walk." On the other hand, immediate progress is made less necessary by being able to put more dice on railroads.

The sixth Tib die goes to glacier mining, though this necessitated further delay of agricultural objectives.

The military area has been entirely rethunk. The need for naval point defense laser research has eliminated the existing Point Defense Refits; I've replaced the dice with a joint Navy-Air Force priority, the Super Orca rollout. Research into naval point defense lasers is of course part of the plan, as is finishing the Sydney ZEMEV plant. For the sixth die, I picked ablatives; you can't go wrong with more ablatives.

...

@Derpmind , I based all probability calculations off of you, I would particularly appreciate your eye on this plan. Again, going through some stuff; may have missed something.


BUDGET:
505 R/turn
6 Free dice
12 Fusion dice
505/505 Resources spent
6/6 Free Dice allocated
5/12 Fusion Dice allocated



[] Plan Infra Infra Revolution

Infrastructure 5/5 Dice + 5 Free Dice 130 R
-[] Blue Zone Arcologies (Stage 2) 409/600 (2 die, 30 R) (2/3.5 median)
-[] Blue Zone Apartment Complexes (Phase 1) (4 dice, 40 R) (~100% chance)
-[] Rail Network Construction Campaigns (Phase 2) 15/275 (4 dice, 60 R) (73%)

Heavy Industry 2/5 Dice 40 R
-[] Automated Civilian Shipyards 0/250 (2 Dice, 40 R) (2/4 median)

Light and Chemical Industry 0/4 Dice 0 R

Agriculture 0/3 Dice 0 R

Tiberium 6/6 Dice 170 R
-[] Red Zone Tiberium Harvesting (Stage 10) 1/130 (2 Dice, 50 R) (78% chance)
-[] Tiberium Glacier Mining (Stage 10) 18/180 (4 Dice, 120 R) (~100% of one phase, ~29% chance of two)

Orbital 4/4 Dice + 1 Free Dice 50 R
-[] Expand Orbital Communications Network (Phase 4) 5/135 (5 Dice, 50 R) (~100% of one, 74% chance of two)

Services 3/4 Dice 35 R
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (76% chance)
-[] Emergency Tiberium Infusion Development 0/120 (1 Die, 15 R) (-5 PS, 16% chance)
-[] Security Review

Military 6/6 Dice 80 R
-[] ZEMEV Deployment (Sydney) 49/80 (1 die, 10 R) (97% chance)
-[] Naval Defense Lasers (1 die, 15 R) (73% chance)
-[] Orca Refit Deployment (3 dice, 45 R) (52% chance)
-[] Ablat Plating Deployment (Stage 4) 45/200 (1 die, 10 R) (1/2.5 median)

Bureaucracy 3/3 Dice
-[] Focus Reallocation (flip Services to Orbital, leave HI and Tiberium focuses unchanged) (1 die)
-[] Services Review (2 dice)
 
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This is PD refits Mk2. Basically you waited long enough that the Brotherhood has a few things with serious cruise missile capability, and the navy is more than a bit spooked.
To be fair, the existing point defense refits would be inadequate by now anyway, then... Although we'd probably be able to get away with waiting a bit longer to do "Mark II" if we'd actually deployed the "Mark I."

I'm guessing the Indonesian warlord lady sank one or more of our battleships, from the sudden surge of political demand for high-grade point defense.

[ ] Plan Arcologies, Income and Rollouts
Infra 5/5 75R +20
-[] Blue Zone Arcologies (Stage 2) 409/600 5 dice 75R 98%
HI 4/5 80R +15
-[] Automated Civilian Shipyards 0/250 4 dice 80R 68%
LCI 1/4 0R +10
-[] Security Review 1 die
Agri 0/3 30R +10
Tiberium 6/6+2 free 225R +23
-[] Red Zone Tiberium Harvesting (Stage 10) 1/130 3 dice 75R 99%, 33% for Stage 11
-[] Tiberium Glacier Mining (Stage 10) 18/180 5 Dice 150R 100%, 73% for Stage 11
Orbital 4/4 40R +8
-[] Expand Orbital Communications Network (Phase 4) 5/135 4 dice 40R 98%, 40% for Phase 5
Services 3/4 35R +18
-[] Security Review 1 die
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 76%
-[] Emergency Tiberium Infusion Development 0/120 1 die 15R 16%
Military 6/6 60R +12
-[] Ferro Aluminum Armor Testing (New) 0/30 1 die 5R 100%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 49/80 1 die 10R 97%
-[] Shell Plants (Phase 4) 3/300 2 dice 20R 0%
-[] Naval Defense Lasers (New) 0/60 1 die 15R 73%
-[] Havoc Scout Mech Development 0/30 1 die 10R 100%
Bureau 3/3+ 3 free +10
-[] Focus Reallocation 1 die
--[ ] Heavy Industry
--[] Tiberium
--[] Orbital
-[] Security Reviews (Service) 2 dice +1 service 98%
-[] Security Reviews (LCI) 2 dice +1 LCI 98%
-[] Private Industrial Automation 1 die
Free 5/6
-2 tib, 3 bureau

Idle Dice: 9
510/515

Pushing hard for more income (2 phase of glacier, 1 of rz harvest) to hopefully let us push service research (scrin and nod) as well as Philly in orbital and more expensive projects in military. Beyond that pushing hard on arcologies to finish the current set for needed housing and hopefully overflow (ideally we can keep pushing arcologies with infra and roll out the promised 3 phases). HI is a logistics project that might need to finish next turn, while orbital is securing enough logistics to keep us positive after 2 more glaciers without shipyard finishing (if shipyard finishes we have a very comfortable surplus). 1 die on orbital cleanup because the unlocks look interesting but we need the logistics from orb sats to cover glaciers. Still as a cheap (10R) option that can finish a phase with a single dice and good rolls I felt it was worth it. And if it passes we have a bit extra R to play with next turn. If not we can finish it in a future turn when we need to squeeze in a 10R project.

Military- get the naval PD ready, finish medvac, work on havoc, test out the new armor and finally 2 dice into shell to finish that Q3 hopefully. Of note this averages out to 10R per die which allowed projects to be done elsewhere. Basically looked at cheap projects that are needed for military, and wait until q3 with 2 more glaciers to afford more expensive mil projects.

Thoughts?
What makes me anxious is Logistics. You've got +2 Logistics surefire from the commsats, and -4 or -5 Logistics from two phases of glacier mines. If the shipyards complete, bam, you have net +5 or better for the turn and you win, if they don't, you're down at +2 or +1 and suddenly we're one Major Naval Bullshit moment from having a major crisis on our hands in Q2-Q3.

One of the purposes of Infra Infra Revolution is to insulate ourselves from that via railroad construction, though to be fair my chances of finishing the railroad phase aren't that much better than your chances of finishing the automated shipyards.

Maybe I should merge my cleanup dice and my commsat dice and just throw five dice at commsats, now that I think about it... going back to edit.
 
[] Plan Trains, Ships and Space Phones
Infrastructure 5/5 105R
-[] Blue Zone Arcologies (Stage 2) 4 dice 60R 83%
(Progress 409/650: 15 Resources per Die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)
-[] Rail Network Construction Campaigns (Phase 2) 1 die +2 free dice 45R 26%
(Progress 15/250: 15 Resources per die) (+4 Logistics)
Heavy Industry 5/5 100R
-[] Nuuk Heavy Robotics Foundry (Phase 1) 2 dice 40R 37%
(Progress 0/160: 20 resources per die) (-1 Labor)
-[] Automated Civilian Shipyards 3 dice 60R 23%
(Progress 0/250: 20 Resources per die) (+9 Logistics, -1 Capital Goods, -4 Energy)
Light and Chemical Industry 3/4 40R
-[] Reykjavik Myomer Macrospinner (phase 2) 2 dice 40R 30%
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
Agriculture 2/3 20R
-[] Wadmalaw Kudzu Development 1 die 20R 91%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 5/6 110R
-[] Tiberium Vein Mines (Stage 1) 5 dice 100R 99%
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
-[] Railgun Harvester Development 1 free die 10R 100%
(Progress 0/40: 10 resources per die)
Orbital 3/4 12 fusion dice 30R
-[] Expand Orbital Communications Network (Phase 4) 3 fusion dice 30R 88%
(Progress 5/135: 15 resources per die) (+2 Logistics) (5 Political Support) (Fusion)
Services 3/4 50R
-[] Tissue Replacement Therapy Development 1 die 20R 76%
(Progress 0/60: 20 resources per die)
-[] NOD Research Initiatives 1 die 30R 76%
(Progress 100/160 : 30 resources per die)
Military 5/6 55R
-[] Ferro Aluminum Armor Testing 1 die 5R 100%
(Progress 0/30: 5 resources per die)
-[] Zone Emergency Medical Evacuation Vehicle Deployment
--[] Sydney 1 die 10R 97%
(Progress 49/80: 10 resources per die) (-1 Labor, -1 Energy) (Must be completed before End of 2058)
-[] Tube Artillery Development 1 die 15R 93%
(Progress 0/40: 15 resources per die)
-[] Shell Plants (Phase 4) 1 die 10R 0%
(Progress 3/300: 10 Resources per die) (-2 Energy) (High Priority)
-[] Naval Defense Lasers 1 die 15R 73%
(Progress 0/60: 15 resources per die) (-5 Political Support Per Turn progress is not made)
Bureaucracy 3/3
-[] Security Reviews (Services) 1 Services die + 2 dice 98%
(DC 55 + 1 operations die)
-[] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 1 die + 1 free die 98%
(DC 55 + 1 operations die)
-[] Private Industrial Automation 1 free die
(-2 capital goods)
Free Dice 5/6
Resources Income 510/510 Reserve /5
 
@Crazycryodude Is it really a good idea to pull a die off Heavy Industry? A lot of projects need Energy and Capital Goods, and HI is where get those from. Just because we'lll get another die from Philadelphia doesn't mean we won't need that 5th die before then.

@Simon_Jester TBH I wasn't planning on participating in this vote much. I'm not sure what you're asking me for, either. But I do know we have 515 R available this turn, not 505. And you mislabeled Orbital Cleanup as costing 50R instead of 20R.
 
Saw the last bonus on Orbital Cleanup and decided to do some math to see if it'd be worth it to finish the cleanup before completing the com sats. BLUF: It's not.

[ ] Orbital Cleanup (Stage 8) (updated)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 13/90: 15 resources per die) (20-25 resources) (Fusion)
(Progress 0/90: 15 resources per die) (15-20 resources) (unlocks Low Orbit Support Satellites)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (10-15 resources) (Unlocks Orbital Power Stations)
(Progress 0/90: 15 resources per die) (10-15 resources) (+5 Political Support) (20 progress discount on earth orbit satellites)

Stages 8-12, 13/450, 5 Dice 50R+ 2.16%, 6 Dice 60R+ 16.36%, 7 Dice 70R+ 43.89%, 8 Dice 80R+ 71.22%, 9 Dice 90R+ 88.53%, 10 Dice 100R+ 96.35%

Yields: 70-95R, Low Orbit Support Satellites and Orbital Power Stations Projects, 5 PS, 20 progress discount on earth orbit satellites: the aforementioned 2 projects and com sats.

Assuming 7-10 Dice used, Net R = +15 to -30, roughly -7.5R.

I don't know about the support or power sats, but for the com sats currently to complete phase 4 and 5 the probability estimates are: 3 dice 30R+ 7%, 4 dice 40R+ 40%, 5 dice 50R+ 74%, 6 dice 60R+ 92%. Finishing Orbital Cleanup would reduce the two phases combined project cost by 40 and revise the probability estimates to 3 dice 30R+ 26%, 4 dice 40R+ 66%, 5 dice 50R+ 90%, 6 dice 60R+ 98%. This would roughly speaking save us a die and 10 resources.

Combined with the net R yield from the clean up, completing Orbital Cleanup followed by Com Sats would save us about 2.5R and 1 Die. This is not worth it considering the need for Logistics. It'll likely be worth it to complete the orbital clean up before starting support and power satellites, but those are further down the road.
 
What makes me anxious is Logistics. You've got +2 Logistics surefire from the commsats, and -4 or -5 Logistics from two phases of glacier mines. If the shipyards complete, bam, you have net +5 or better for the turn and you win, if they don't, you're down at +2 or +1 and suddenly we're one Major Naval Bullshit moment from having a major crisis on our hands in Q2-Q3.

One of the purposes of Infra Infra Revolution is to insulate ourselves from that via railroad construction, though to be fair my chances of finishing the railroad phase aren't that much better than your chances of finishing the automated shipyards.

Maybe I should merge my cleanup dice and my commsat dice and just throw five dice at commsats, now that I think about it... going back to edit.
+2 at worse, and even then there is an 80% to finish either a 2nd comm sat phase or the automated shipyard so most likely we are looking at neutral or a gain (there is a weird edge case where we knock off 3 glaciers but that would take all 5 dice on glaciers rolling an average of 79+ so that can be discounted and if we do hit that I think the income would be worth the potential pain point). One of the reasons I dropped the die on orbital cleanup and moved it to comm sats to get all 4 on that. Also I could either push railroads or housing and I felt pushing housing was more important. More so if shipyards do not succeed we should be able to finish them next turn giving a very small window for NOD to hit our logistics.

As is with apartments you are spending only 1 less logistics than I am and you do not have a chance to finish shipyards this turn.

As it is I feel it is needed to jam a bunch more income this turn given how much stuff like Philly 2, NOD and Scrin research, most military projects cost and how many dice we are still idiling (or throwing free into bureau). Also pushing hard now means we can hopefully wrap up the Medina glaciers in Q3 for a large increase to operating income. 90 is the minimum for this turn with another 50 minimum next turn, max over 2 turns would be 160 this turn (get the 2nd rz to finish) and 60 next. Basically the plan here is to over Q2 and Q3 increase income by 140 to 220 with 90 to 160 of that being in Q2 which gives a lot more flexibility come Q3 as I imagine you felt when building a plan this turn (even min of 90 puts us at 600 income for Q3).

I say this as I want to get into Orca refits and shimmer shields, and orb defense laser and ASAT and other expensive project in mil sooner than later, plus stop using free dice in bureau and stop leaving idle dice. To that end pounding income hard to get us setup for some big pushes seemed crucial.
 
@Crazycryodude Is it really a good idea to pull a die off Heavy Industry? A lot of projects need Energy and Capital Goods, and HI is where get those from. Just because we'lll get another die from Philadelphia doesn't mean we won't need that 5th die before then.

Well Tib and Orbital are the two non-negotiables IMO, so the third focus die could go to HI instead of Services I suppose. I think I still come down on the side of Services in the pursuit of maximizing science under Seo but I'm hardly opposed to HI either.
 
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